I was out doing hard work yesterday, and I was inspired by the profusion of earthworms. I decided my world needed more weirdness, so I statted and cultured up some worm people called annelidians. Here's the stats:

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Annelidian stats:
+2 Dex, +2 Int, -2 Cha: Annelidians are quick, flexible, curious, and logical, but they are also extremely strange and often unsettling to outsiders.
Darkvision 60 ft.
Slow Speed: 20 ft.
Burrow Speed: 20 ft. Annelidians can breathe while burrowing unless the ground is overly muddy, in which case they must move deeper or go to the surface
Slippery: Annelidians are coated in a thin layer of slimy mucus that makes them hard to hold on to. They gain a +2 bonus on their CMD against grapple attacks and to Escape Artist checks.
Legless: Annelidians do not possess legs. This makes them slow, but they are difficult to trip. They gain a +4 bonus to their CMD against trip attacks.
Strange Appearance: Annelidians take a -2 penalty on all Diplomacy and Disguise checks with humanoids unfamiliar with their appearance. They also have a +2 bonus on bluff checks against non annelidians, because other humanoids are not sure how to read their body language.
Narrow: Annelidians are proportionately thin, and can squeeze and fit in tight places as a small creature.
Regenerative: Annelidians heal quickly and can totally recover from major wounds, even loss of body parts. They heal hit points from rest and long-term care at twice the rate of other species. They are also capable of regrowing any lost body part given enough time. The exact speed is according to GM discretion, but minor or simple wounds, such as the tip of a tentacle, should take a day or two and major wounds, such as an entire tentacle or eye being lost, should take one to two weeks. They also recover physical ability damage at twice the normal rate.
Moist: Annelidians require that they remain somewhat moist at all times. Dry heat and sunlight are very dangerous to their physiology. If an annelidian goes for an hour in high temperatures and sunlight without being covered in water, they begin to dry out. After the first hour, they lose access to their slippery and regenerative racial abilities. Every hour after that, they take 1 point of Con damage. If the annelidian can go back undergoing, submerge itself in water, or if it is sufficiently humid and wet outside, they can avoid these penalties. To recover this damage non-magically, an annelidian must be submerged in water or mud. It immediately regains its slippery and regenerative racial abilities and begins to gain back 2 points of Con per hour.
Languages: Annelidians begin play knowing Annelidian, a verbal and nonverbal language. They are capable of communicating ideas using only the verbal or nonverbal portions of the language, but it is slower and less able to get across complex ideas without using both. Annelidians with high intelligence can also learn Common, Elven, Gnome, Terran, Undercommon, or Dwarven.

Balanced?
Also, their culture is heavily focused on reuse and rebirth, since they just eat rotting organic matter. I've got about two pages of culture and such written so far I can post if you so desire.
Thoughts? Suggestions? Is it too preposterous?

This is very interesting. The race as a whole seems balanced, since you offset their regenerative properties with the moisture dependency.

If I were to make any changes to the race, I would consider replacing their darkvision with either a short-range tremorsense or blindsense, maybe even blindsight, given that they are a burrowing creature that presumably is going to spend a lot of time in non-cavernous parts of the underground, they would get more use out of it than darkvision, and it fits with their worm origins.

As for whether it is ridiculous, I wouldn't say so. Sure, it would rarely see play as a PC unless someone in your group likes playing non-core races.

Worm people have been done before, (see: Psurlons from 3.5) but never really as a PC-compatible race.

Not really backstory, but I've got lots of culture and such. At least for a day's work. It's a little disorganized and I'll add more, but tell me what you think.

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Annelidians are a secretive and little-understood species of worm-like sentient beings. They appear as gigantic earthworms, seven to eight feet long and about a foot in diameter, with a smooth tentacle extending from either side just below the clitellum. Their mouths are simple muscular holes, which they use to consume rotting organic matter. Their eyes are entirely unique; swirling balls of multiple colors, they are the primary method of annelidian communication above ground. Annelidians are capable of speech through two pores located above the eyes, also used for breathing, although vocalization is a secondary form communication for them. In every mode of communication, they make use of pheromones to express general feelings. All annelidians are capable of burrowing. When moving above ground, annelidians have two modes of locomotion. When moving at a regular pace, equivalent to walking, they raise up their heads and tentacles raised so that they may interact with objects around them. When they need to move quickly, as when running, they lower themselves to the ground and lose use of their tentacles. They do not need to drop what carry when they do this, but they cannot make active use of them. Both ways, they move by lengthening and shortening their bodies. Annelidians are hermaphrodites. They use 'it' or 'they' as first person pronouns.

Annelidian culture is a complicated hierarchy determined by a combination of ancestry and ability. Despite this complexity, it is a very flexible and adaptive system that creates a mostly even balance between law and chaos species-wide, although individual populations can differ in either direction. On the good-evil axis, annelidians tend to lean towards good. Generally, they are a neutral race. Whether this arises out of a commitment to balance or an indifference towards alignment differs from annelidian to annelidian.

Annelidians have a deep reverence for nature, earth, and the cycle of life and death. In particular, Annelidians' views on deaths are starkly different from most other creatures. Because they feed entirely on rotting matter, they strongly believe that death is not an end but a recycling of both physical and spiritual essence. Death is not a thing to be mourned. Instead, death rituals typically include the consumption of the deceased once their body has begun to break down several weeks after expiring. They view death as essential to the continuity of life.

Annelidians worship Lumbricin, a neutral outsider who resides on the Elemental Plane of Earth. It appears as a gigantic, powerful worm made of stone and with massive crystals for eyes. Lumbricin is often referred to as 'the Recycler' by its worshippers and other denizens of the Plane of Earth. Its clerics wield special flexible spears with the distract and finesse special qualities. They have access to the Death (no subdomains), Repose, Earth, and Plant (especially the Decay subdomain) domains. In the death domain, certain spells are different because Lumbricin is opposed to undeath, as it interrupts the cycle of life. 3rd-level domain spell: Replace animate dead with speak with dead. 6th-level domain spell: Replace create undead with antilife shell. 8th-level domain spell: Replace create greater undead with symbol of death. Lumbricin's portfolio includes burrowing beasts, reuse, decay, and annelidians.

Annelidian settlements are large but well hidden. They are typically found in caves excavated by the worm folk and separate from the natural cave systems and artificial mines of other species, with no direct connection to the surface. Because their food is often so easy to find and manage, annelidians are capable of supporting large populations. Foraging parties head to the surface to gather any dead plant or animal matter they can find. Typically consisting of five to twenty annelidians, these groups prefer to voyage after heavy rains. Druids and rangers usually lead these excursions. They will bring back everything from animal carcasses to piles of leave and rotted wood in specialized sacks that run the length of the body so as to not impede while burrowing. This food is placed in one of four to seven large public chambers. Each chamber has food at a specific stage of decay, managed by a cyclical system. Little work needs to be done once the food is gathered; it simply needs to sit while it rots.

An annelidian population is usually led by a druid or cleric of Lumbricin and a small council of accomplished citizens. This council has little to do other than manage food and knowledge excursions to the surface. Since there is almost no need to hunt or to fight off invaders, annelidians are a very peaceful people. They are not necessarily opposed to violence; it simply has no relevance to their culture. When they do need to defend themselves, annelidians prefer tactics of infiltration and sabotage. They disrupt food sources, destroy roads, and slowly pick off enemy soldiers, using their ability to retreat underground to their advantage. Few annelidians are dedicated warriors; rogues, wizards, druids, clerics, alchemists, and rangers are the classes typically favored by annelidians, as these classes value either secrecy, knowledge, or nature, the primary factors in annelidian society. Certain bard archetypes, such as archaeologists, archivists, and detectives, are also present.

Annelidians generally keep their society hidden from other humanoids, preferring to stay between and below other kingdoms and only coming above ground at night, if possible. They willingly interact exclusively with gnomes and elves on a societal level, although even this is rare. They are willing to speak with individuals, however. Only when foraging for food or when they need to defend themselves are they seen by others. Very few non-annelidians even know of their existence. They are interested in other cultures, though, as annelidians are strongly curious. This combination of secrecy and inquisitiveness creates a unique psyche in annelidians. Their risk-reward processes are often considered strange by other creatures. Not concerned much about dying, annelidians will often go through great personal danger to sate their curiosity, but are rarely willing to give up personal and societal secrets for anything but an especially craved bit of knowledge.

I was considering giving them a bonus to grapple checks, what with being all tentacly. And a deep-earth sorcerer would be all sorts of cool, if only for that damn charisma penalty! I spent a lot of time trying to decide what they would have a penalty to. Charisma seemed like the best choice.

Deep Earth sorcery, near-alien appearance - what an awesome colony to stumble across on a subterrrean journey. Any natural enemies? (avoiding the aquatic just to get away from the jokes that would surely follow). I can very easily imagine their tunnels undermining a Deep Orc complex....

Well, they don't really need to compete for food or land... So who would their enemies be? They keep hidden. I suppose they would be persecuted a lot when encountered, but they're so enigmatic I just don't see anybody viewing them as enemies. Unless you've got some ideas. I suppose big burrowing beasts that come across their lairs and want some tasty munchies. But enemy societies, I don't know.

Well, they don't really need to compete for food or land... So who would their enemies be? They keep hidden. I suppose they would be persecuted a lot when encountered, but they're so enigmatic I just don't see anybody viewing them as enemies. Unless you've got some ideas. I suppose big burrowing beasts that come across their lairs and want some tasty munchies. But enemy societies, I don't know.

How about bird-based humanoids like tengu and strix, or giant bird monsters? How many of those would have access to their society?

Probably very few, at least in the part of the world I'mfocsuing onrightnow. Although that could change, to be sure, and if I found compelling enough reason I'm open to it, but I just don't see it right now. I like the idea of a bird humanoid hunting them, but I'm trying to move beyond 'giant earthworm with a brain' and really think about how a creature like this would live and think. Secrecy is the path I see.

Burrowing Predators would be their biggest threat, as their main advantage is negated. Enemies with sharp senses also will be dangerous if they can see the annelidians from outside the range of their tremorsense.

Who wants to play as them? I don't know, a bunch of weirdos, and this is an RPG forum, so I'm sure there's plenty. I'm a little tired of all the races being perfectly two-armed two-legged humanoids who are physiologically so similar to humans. So, worm people. Burrowing, moisture dependency, regenerative abilities, eats rotting matter instead of beef and bread, no legs. These are different. A stretch for verisimilitude, but in Pathfinder that's pretty irrelevant, I think. I wanted to create something strange and alien that anyone could play as and that live differently.

Who wants to play as them? I don't know, a bunch of weirdos, and this is an RPG forum, so I'm sure there's plenty. I'm a little tired of all the races being perfectly two-armed two-legged humanoids who are physiologically so similar to humans. So, worm people. Burrowing, moisture dependency, regenerative abilities, eats rotting matter instead of beef and bread, no legs. These are different. A stretch for verisimilitude, but in Pathfinder that's pretty irrelevant, I think. I wanted to create something strange and alien that anyone could play as and that live differently.

Amen, friend. Golarion claims to have a little bit of everything, but it ends up being human-centric.

So what are the thoughts on the culture I posted? Criticisms, suggestions, adoring praise?

I like what you've come up with, especially their worship of an elemental being that is so very much like them.

I would like to add my two cents on the lack of warriors due to no competition for resources thing. That's all fine and dandy, but the thing is, the Underdark/Darklands/World-within-the-world underground place is pretty harsh, and not a lot of food grows down there. In other words, while other races may not directly compete with the worm-people for resources, that doesn't mean that more savage races wouldn't treat them AS a resource if they feel they can get away with it.

Anyway, I like the idea of a fungi race. Maybe they cohabitate with the annelidians? Mutual economies, the annelidians are payed for soil work while the fungi-men reap the benefits by sharing the stocks of food and selling whatever's extra?

Oh and they band together for defense against the delver and purple worm incursions of course. And maybe the annelidians are in charge of defending the nurseries while the fungi-men are general town guards?

Would the fungus folk be a PC level race? And I like the idea, because it could go both ways with fungus folk and annelidians working together of mutual benefit or as competitors for food. Although their food is in such great supply (dead plants) that competition could be irrelevant. So maybe just allies.

Would the fungus folk be a PC level race? And I like the idea, because it could go both ways with fungus folk and annelidians working together of mutual benefit or as competitors for food. Although their food is in such great supply (dead plants) that competition could be irrelevant. So maybe just allies.

I could throw together a PC race in a bit. It would certainly be interesting. I'm thinking a small race as a place to start?

I'd believe them to be allies, the annelidians not only increase the size and habitability of the caves but also dig out dead plants from the ceiling. I'd believe the fungi-men to be the "face" of this underground civilization, benevolent and slow to rouse but ferocious when angered, valuable allies with earth-based sorcery, hefty warriors, and fine, if not unusual, cratfsmanship of weapons and armor.

Like a strange sort of dwarf, if I get what you're saying? Just off the top of my head,a few ideas (do with them what you will) +2 Con, +2 Wis, -2 Int. Tough, attuned with nature, but not terribly bright. The plant type in the ARG play test is a little too powerful, I think, to add much else unique. But possibly a +2 save bonus on everything plants are immune to, and maybe one immunity (I'm thinking poison). They should still have the plant type for the purpose of spells, but not necessarily all the plant traits. I'm blanking for unique abilities. What're you thinking? Keep it weird.

I was actually thinking they'd be the ones dealing with other races, so they'd have +2 Con, +2 Cha, -2 Int. Generally friendly, but not all that bright to learning outside their villages.

Definitely poison immunity, I'm thinking of this:

Spores wrote:

Spores (Ex): As a standard action 3/day, a fungimen may release potent spores to daze opponents. All creatures within 10 feet of the fungimen must make a fortitude save or be dazed for 1 round. The save is equal to 10 + 1/2 the fungimen's HD + the fungimen's Charisma modifier.

Also, they'd use sporebearing weapons, which allow them to use their spores through a weapon attack?

I was actually thinking they'd be the ones dealing with other races, so they'd have +2 Con, +2 Cha, -2 Int. Generally friendly, but not all that bright to learning outside their villages.

Definitely poison immunity, I'm thinking of this:

Spores wrote:

Spores (Ex): As a standard action 3/day, a fungimen may release potent spores to daze opponents. All creatures within 10 feet of the fungimen must make a fortitude save or be dazed for 1 round. The save is equal to 10 + 1/2 the fungimen's HD + the fungimen's Charisma modifier.

Also, they'd use sporebearing weapons, which allow them to use their spores through a weapon attack?